{"title":"EMPIRICAL ANALYSIS OF THE INFLUENCE OF GAMIFICATION ON EMPLOYEES’ BEHAVIOR","authors":"I. Hamza, Sarolta Tóvölgyi","doi":"10.17708/drmj.2022.v11n02a05","DOIUrl":null,"url":null,"abstract":"Gami fi ca ti on is a rela ti vely new concept that refers to the use of game elements in non ‐ game produc ti ve ac ti vity. It also can be implemented as a behavioral modeling tool in fl uencing behavioral change in an organiza ti onal context. A remaining challenge in gami fi ca ti on is the absence of measurement focus to empirically quan ti fy gami fi ca ti on at ‐ tributes. This paper measures key behavioral changes that gami fi ca ti on in fl uence among employees and assesses their theore ti cal founda ti on. We combined validated measurement tools to empirically measure behavior changes, especially engagement, performance, and sa ti sfac ti on. The combined measurement tool includes the Utrecht Work Engagement Scale (UWES), the Individual Work Performance Ques ti onnaire (IWPQ), and the Minnesota Sa ti sfac ti on Ques ti onnaire (MSQ). Research results proved that there is a signi fi cant behavioral di ff erence between employees that were in fl uenced by gami fi ca ti on and employees that were not. Employees that were exposed to gami fi ca ti on demonstrated higher engagement and sa ti sfac ti on levels and veri fi ed the potency of gami fi ca ti on. Research results evidenced no signi fi cant di ff erences between the two groups in terms of performance levels. This research paper will guide prac titi oners to be tt er evaluate gami fi ca ti on a tt ributes and improve gami fi ca ti on organiza ti onal assimila ti on.","PeriodicalId":37068,"journal":{"name":"Dynamic Relationships Management Journal","volume":"29 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2022-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Dynamic Relationships Management Journal","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.17708/drmj.2022.v11n02a05","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"Economics, Econometrics and Finance","Score":null,"Total":0}
引用次数: 0
Abstract
Gami fi ca ti on is a rela ti vely new concept that refers to the use of game elements in non ‐ game produc ti ve ac ti vity. It also can be implemented as a behavioral modeling tool in fl uencing behavioral change in an organiza ti onal context. A remaining challenge in gami fi ca ti on is the absence of measurement focus to empirically quan ti fy gami fi ca ti on at ‐ tributes. This paper measures key behavioral changes that gami fi ca ti on in fl uence among employees and assesses their theore ti cal founda ti on. We combined validated measurement tools to empirically measure behavior changes, especially engagement, performance, and sa ti sfac ti on. The combined measurement tool includes the Utrecht Work Engagement Scale (UWES), the Individual Work Performance Ques ti onnaire (IWPQ), and the Minnesota Sa ti sfac ti on Ques ti onnaire (MSQ). Research results proved that there is a signi fi cant behavioral di ff erence between employees that were in fl uenced by gami fi ca ti on and employees that were not. Employees that were exposed to gami fi ca ti on demonstrated higher engagement and sa ti sfac ti on levels and veri fi ed the potency of gami fi ca ti on. Research results evidenced no signi fi cant di ff erences between the two groups in terms of performance levels. This research paper will guide prac titi oners to be tt er evaluate gami fi ca ti on a tt ributes and improve gami fi ca ti on organiza ti onal assimila ti on.
游戏游戏是一个相对较新的概念,指的是在非游戏的生产活动中使用游戏元素。它还可以作为一种行为建模工具来实现,以影响组织上下文中的行为变化。在gami - fi - ca研究中仍然存在的一个挑战是缺乏测量焦点来经验地对gami - fi - ca的属性进行测量。本文测量了游戏游戏可能对员工产生影响的关键行为变化,并评估了其理论基础。我们结合了经过验证的测量工具,以经验衡量行为变化,特别是敬业度、绩效和安全感。综合测量工具包括乌得勒支工作投入量表(UWES)、个人工作绩效问卷(IWPQ)和明尼苏达州工作绩效问卷(MSQ)。研究结果证明,受游戏游戏影响的员工与未受游戏游戏影响的员工之间存在显著的行为差异。接触过游戏游戏的员工表现出更高的敬业度和安全感,并证实了游戏游戏的效力。研究结果证明两组在表现水平上没有显著差异。本文旨在指导实践者更好地评价博弈博弈的属性,提高博弈博弈的组织同化水平。